/*
 * Copyright 2007-2008 Nathalie Liesse <nathalie.liesse@gmail.com>
 * 
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License as
 * published by the Free Software Foundation; either version 2 of 
 * the License, or (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "kapmanparser.h"
#include "element.h"
#include "pill.h"
#include "energizer.h"

KapmanParser::KapmanParser(Game* p_game) {
	m_game = p_game;
	m_counterRows = 0;
}

KapmanParser::~KapmanParser() {

}

bool KapmanParser::characters(const QString & ch ){
	m_buffer = ch;
	return true;
}

bool KapmanParser::startElement(const QString&, const QString&, const QString& p_qName, const QXmlAttributes& p_atts) {
	qreal x_position = 0.0;
	qreal y_position = 0.0;
	
	if (p_qName == "Maze") {
		int nbRows = 0;
		int nbColumns = 0;
		// Initialize the number of rows and columns
		for (int i = 0; i < p_atts.count(); ++i) {
			if (p_atts.qName(i) == "rowCount") {
				nbRows = p_atts.value(i).toInt();
			}
			if (p_atts.qName(i) == "colCount") {
				nbColumns = p_atts.value(i).toInt();
			}
		}
		// Create the Maze matrix
		m_game->getMaze()->init(nbRows, nbColumns);
	}
	if (p_qName == "Bonus") {
		// Initialize the number of rows and columns
		for (int i = 0; i < p_atts.count(); ++i) {
			if (p_atts.qName(i) == "rowIndex") {
				y_position = p_atts.value(i).toInt();
			}
			if (p_atts.qName(i) == "colIndex") {
				x_position = p_atts.value(i).toInt();
			}
			if (p_atts.qName(i) == "x-align") {
				if(p_atts.value(i) == "center"){
					x_position += 0.5;
				}
			}
			if (p_atts.qName(i) == "y-align") {
				if(p_atts.value(i) == "center"){
					y_position += 0.5;
				}
			}
		}
		m_game->createBonus(QPointF(x_position, y_position));
	}
	if (p_qName == "Kapman") {
		// Initialize the number of rows and columns
		for (int i = 0; i < p_atts.count(); ++i) {
			if (p_atts.qName(i) == "rowIndex") {
				y_position = p_atts.value(i).toInt();
			}
			if (p_atts.qName(i) == "colIndex") {
				x_position = p_atts.value(i).toInt();
			}
			if (p_atts.qName(i) == "x-align") {
				if(p_atts.value(i) == "center"){
					x_position += 0.5;
				}
			}
			if (p_atts.qName(i) == "y-align") {
				if(p_atts.value(i) == "center"){
					y_position += 0.5;
				}
			}
		}
		m_game->createKapman(QPointF(x_position, y_position));
	}

	if (p_qName == "Ghost") {
		QString imageId = "";
		// Initialize the number of rows and columns
		for (int i = 0; i < p_atts.count(); ++i) {
			if (p_atts.qName(i) == "rowIndex") {
				y_position = p_atts.value(i).toInt();
			}
			if (p_atts.qName(i) == "colIndex") {
				x_position = p_atts.value(i).toInt();
			}
			if (p_atts.qName(i) == "x-align") {
				if(p_atts.value(i) == "center"){
					x_position += 0.5;
				}
			}
			if (p_atts.qName(i) == "y-align") {
				if(p_atts.value(i) == "center"){
					y_position += 0.5;
				}
			}
			if (p_atts.qName(i) == "imageId") {
				imageId = p_atts.value(i);
			}
		}
		m_game->createGhost(QPointF(x_position, y_position),imageId);
	}

	
	return true;
}

bool KapmanParser::endElement(const QString &, const QString &, const QString & p_qName ){
	if(p_qName == "Row")
	{
		for (int i=0; i<m_buffer.length();++i)
		{
			switch(m_buffer.at(i).toAscii()){
				case '|':
				case '=': m_game->getMaze()->setCellType(m_counterRows,i,Cell::WALL);
					break;
				case ' ': m_game->getMaze()->setCellType(m_counterRows,i,Cell::CORRIDOR);
					break;
				case '.': m_game->getMaze()->setCellType(m_counterRows,i,Cell::CORRIDOR);
					m_game->getMaze()->setCellElement(m_counterRows, i,
							new Pill(m_counterRows, i, m_game->getMaze(), "pill"));
					break; 
				case 'o':m_game->getMaze()->setCellType(m_counterRows,i,Cell::CORRIDOR);
					m_game->getMaze()->setCellElement(m_counterRows, i,
							new Energizer(m_counterRows, i, m_game->getMaze(), "energizer"));
					break;
				case 'x':m_game->getMaze()->setCellType(m_counterRows,i,Cell::GHOSTCAMP);
					break;
				case 'X':m_game->getMaze()->setCellType(m_counterRows,i,Cell::GHOSTCAMP);
					m_game->getMaze()->setResurrectionCell(QPoint(m_counterRows, i));
					break;
			}
		}
		m_counterRows ++;
	}
	return true;
}



